Bearing the Torch of the People (Central Planning Fantasy Edition sequel/sidequest)

This seems to rely a lot on the assumption that we are recruiting sailors for the voyage there. Which is certainly one option.
But what about professional soldiers? Someone really good with logistics who can sort out what we want done before we leave? A good negotiator?
Crewing the ship was only one of the listed jobs we could be filling.

I don't think we are at risk of getting a crew of misfit adventurer by not offering money. I think we are at risk of getting a pile of manual labour and ideology with little skills of use for anything.
We're not going to go anywhere without a crew of people to actually sail the ship (or an experimental magical autopilot we threw together in the garage), that's a prerequisite that we absolutely have to fulfill. Sure there might also be optional extras, but the option must include at least sailors by default.

And we already got an ideological volunteer who's a trained airship mechanic, there's bound to be other sympathetic people out there with actual skills. Harder to find than professionals looking for a paycheck, sure, that's why the difficulty is higher. But there's no way we found the only technically skilled ideological volunteer on the entire continent in Mapleseed.
 
I feel the early industrialization action is really something we should get done btw. Would be more useful than temporary availability to better weapons.
 
We're not going to go anywhere without a crew of people to actually sail the ship (or an experimental magical autopilot we threw together in the garage), that's a prerequisite that we absolutely have to fulfill. Sure there might also be optional extras, but the option must include at least sailors by default.

And we already got an ideological volunteer who's a trained airship mechanic, there's bound to be other sympathetic people out there with actual skills. Harder to find than professionals looking for a paycheck, sure, that's why the difficulty is higher. But there's no way we found the only technically skilled ideological volunteer on the entire continent in Mapleseed.
The big thing is that we foubd an ideological volunteer with no dependants whatsoever.

Payment could net us an ideological volunteer who can leave home knowing that grandma has money for food even without them around.
 
Recruitment is an absolute necessity, as more dudes means more actions/more dice.
The War Reports should be left till we are ready to leave as the situation is likely to change as time moves on.
 
Our tutor isn't going with us, but we can still review our notes and written materials. We'll end up sounding like a scribe or a priest, but, frankly, that's not that off base considering who Kanna is.
We should then focus on the spoken language where we really need a tutor and save spending time learning the written language until the voyage now that we have very basic literacy.
 
The issue is, that Rockeye does not recommend taking the full 9 turns as the could mean entering an active warzone. So let us look at this in sections.
The war is already ongoing so even if we leave now we would still be going into an active war zone. And I don't think Rockeye has said we shouldn't use up the 9 turns, just that the longer we take the more the war develops without us influencing it.

@Rockeye Is there a way we can try and guess Marie's actions that she takes on her own. Like, is she more likely to take options that she thinks is important/she has stats in or is the process completely random. Also can she take actions that cost resources on her own? And does she do 1 or 2 actions on her own?
 
I don't want to get too detailed on what Marie is doing on her own. She's likely to make her own preparations for adventure- Learning magic, learning languages, acquiring gear and weapons with her personal resources.

are they aware that they're being hired to fly into a warzone for an indeterminate amount of time and that their captain intends to quite possibly never return?
Yes
as more dudes means more actions/more dice.
I am going to limit increases in action availability somewhat- Managing a team is time consuming.


Also, you CAN get across the ocean today (probably). It would just involve using one or maybe two of your limited cargo slots on coal.

Also, discussion/participation so far has earned ONE (1) OMAKE POINT for the OMAKE BANK
 
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The war is already ongoing so even if we leave now we would still be going into an active war zone. And I don't think Rockeye has said we shouldn't use up the 9 turns, just that the longer we take the more the war develops without us influencing it.
And you really do not see that as a recommendation to not take the full 9 turns?

The reasoning is still the same the earlier we leave the better, balanced with leaving as prepared as possible.

The important thing is get the absolute necessities done first (Making the ship airworthy, securing supplies, making it defensible), followed by regular necessities (information, making the ship livable, securing satisfactory weapons), before spending time on stuff that would be nice to have (efficient design, awesome weapons, language skills), ending with filling the cargo hold with valuables (plants, plans, tools, books, etc).
 
And you really do not see that as a recommendation to not take the full 9 turns?

The reasoning is still the same the earlier we leave the better, balanced with leaving as prepared as possible.
No, not really. It just says there are trade-offs for taking longer. I would prefer leaving earlier to nine turns, but I don't think it would be a bad thing if we didn't.
 
It makes things more complicated and we miss opportunities to be there to enact change. I say that counts as a con.
I'm not exactly sure how it would make things more complicated. And sure, by taking longer to leave we do miss opportunities, but we also gain opportunities as well. For example, if we decide to to leave later, and upgrade our storage so that we can take more stuff I think that would give opportunities we wouldn't have had otherwise.
 
I'm not exactly sure how it would make things more complicated. And sure, by taking longer to leave we do miss opportunities, but we also gain opportunities as well. For example, if we decide to to leave later, and upgrade our storage so that we can take more stuff I think that would give opportunities we wouldn't have had otherwise.
Just because it gets balanced out by other stuff, does not stop it from being a con. :V
 
On timing
So you're aware, in universe, "Dawn" (Halve's princess-coordinated uprising against their oppressors) happened six months ago- One full turn in the old quest, on the summer solstice of 1648. It's currently winter, two weeks BEFORE new year. (The last month of a six-month term is mostly reserved in planning/coordinating the next term, so she was booted out before the official end of the year.)

Taking all ten weeks adds another two and a half months. Six? One and a half. You have little idea what the Vale can do with eight and a half months versus seven and a half, but they probably spent at least one month reeling and another month and a half, maybe, shaking loose forces and getting into position to do something about it. So call it three and a half months, now, since the revolt had to start facing serious counter-attacks instead of just the boys casually doing warcrimes out of anger and fear. A campaign that lasts five months (leave at six weeks) might look very different by the sixth month (leave at ten weeks).

Also, consider voting open now.
 
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[X] Plan Airship Modifications
-[X] Long-Term Living: The cabins and facilities currently on board can only be described as 'spartan'. Aside from a few loner types who are content to live out of a suitcase and inside a steel can, it will be difficult to maintain long term comfort aboard without various upgrades. Better rooms, better kitchen equipment, and more. (1 R) (Organize, Airship) (Difficulty 5)
-[X] Shield Emplacement: A basic magical shield device is perhaps the most important upgrade you can make. The 51st is a transport ship, not a combat vessel, and anything to provide an ounce of proper survivability is badly needed. It will be powered off onboard mana stores easily enough. (1 R) (High Priority) (Magic, Airship) (Difficulty 6) (Kanna)
-[X] Autopilot: Designing a magical computing system to assist with most basic station keeping and maneuvering tasks is plausible, though it will likely require extensive customization and refinement to become practical. Still, allowing the ship to operate semi-autonomously could be very useful. (2 R) (Magic, Airship) (Difficulty 9) (Kanna + Marie)

Get the autopilot. Rather than spending money on a crew to handle the ship, get a crew that can help a revolution. :3
 
[X] Plan: More Hands and Knowledge v2
-[X] Intensive Study Spoken Halvean
-[X] Shield Emplacement
-[X] Recruitment Drive
--[X] Appeal to patriotism and adventure: Difficulty 8, 0R
-[X] Marie: Recruitment Drive

Given that war might change very much in just 4 turns, I've decided to replace Brush up on Theory with Shield Emplacement, we can probably do theory as a last minute thing. If we are going to take Autopilot, I think that it should be done later, so that the person we're going to recruit can help contribute earlier. Though I'm not sure relying on auto-pilot instead of someone who has experience with ships is a good idea. There are going to be situations where the auto-pilot won't suffice and having someone who knows their stuff with piloting a ship is going to be important, especially if we're going into a war zone. I still kept Study Spoken Halvean because I still think our language skills are going to very important.
 
[X] Plan: Hit The Books
-[X] Read War Reports
-[X] Industrial Plans
-[X] Brush up on Theory
-[X] Marie: Shield Emplacement
 
[X] Plan: Hands and Shields
-[X] Shield Emplacement
-[X] Brush up on Theory
-[X] Recruitment Drive
--[X] Offer pay for service: Difficulty 6, 3R
-[X] Marie: Long-Term Living
 
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